That’s the thing, keep in mind I’ve only tried it like once maybe twice. But the Paper2D stuff didn’t seem that useful at all to me. That’s basically what I’ve tried.
It’s also way too resource hungry. To me it makes much more sense to use Unity for 2D, just because it’s way more lean. Any project in Unreal I’ve participated has been ten times as big as any other Unity project just because Unreal is involved. And I see no point or gain from Paper2D. That’s my main issue with Unreal.
The one good game made in 2D with Unreal (and I think it’s up to debate if it even is a 2D game besides mechanically) is Bennet Foddy’s Getting Over It.
EDIT: Oh small thing, I love Godot. Haven’t had the chance to work on anything commercial for Godot sadly but that’s mostly because the industry hasn’t adopted it so far. So… yeah. If I do something personal it’ll probably be Godot tho.
Well, personally, I wouldn’t choose Unreal for a 2D game either. If it’s a top-down RPG, I’ll likely stick with RPGMaker; for anything else, I’m still undecided, but Godot and custom are both possibilities. There are probably other possibilities too, haven’t researched it much yet.
Still, Unreal is definitely capable of making a 2D game.
I personally would prefer if they gonna do C# that they use Monogame instead.
but IMO the JS one was perfectly fine for starter plugin devs and developper. I honestly prefer them to make something like MZ Ace / ex with more improvement.
I just dont get the need for them to highjack existing game engine. Just continue with your own standalone. its way less of an asshle when it comes to copyright and royalties.
It would make sense if they were a new startup beginning from square one – writing a custom game engine is a lot of work! But they already had a mature game engine, so in light of that it becomes a bit odd to pivot to a different pre-existing one as a base.
This is how I feel, plus I think most RPG Maker users are less concerned with competing with Unity or Godot directly and would rather have creative improvements to eventing like for custom menu making or even just eventing for gauges.
Even just a different default sprite style that looked like Xenogears of Breath of Fire IV would probably interest more people than what kind of coding is under the hood.
tbh I am both a coder an artist, so to me the coding matters its just that performance is also quite important lmao. and the way they did it last time was stupid.
I’m on the opposite that I can’t code at all but I don’t do very performance intensive things either. if it can be better on the coding side that’d be great too, but I think it needs more RPG Maker specific stuff or it’s just a second choice to modern makers like Godot or Unity.
I think it’s still difficult to say much about U2U right now. The information we all know so far is that it will support 3D or 2.5D map creation while still being able to use assets from older RM versions. There’s not much other information available. It might be better than we think, or maybe it’s Unite 2.0.
Many may not realize how old RM is. It has been continuously developed, with both praised and criticized versions alternating. We can only wait and see how GGG continues this long history, or if we have reached a point where we must accept that MZ is the pinnacle and the final chapter of this book.